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Tiemann, Rüdiger; Annaggar, Amany – Interactive Learning Environments, 2023
This paper proposes a framework for designing digital environments and illustrates this framework using the example of a video game (Alchemist). The increasing importance of digital environments for educational systems (e.g. for teaching and assessing twenty-first century skills) makes it necessary to have standards for their quality. These…
Descriptors: Video Games, Educational Games, Technology Uses in Education, Problem Solving
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Evans, Rhiannon; Midford, Sarah – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2022
We argue that students can understand an historical period by building on the foundations of their existing knowledge. Specifically, popular media can be used to develop students' historical literacies -- that is their ability to engage with past societies vastly different from their own. Our methodology takes inspiration from the ancient Romans'…
Descriptors: Teaching Methods, Popular Culture, History Instruction, Literacy
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Waddington, David I. – Philosophical Inquiry in Education, 2020
This essay explores the possibility that a particular type of video game--real-time strategy games--could have worrisome educational impacts. In order to make this case, I will develop a theoretical framework originally advanced by French social critic Paul Virilio. In two key texts, Speed and Politics (1977) and "The Aesthetics of…
Descriptors: Video Games, Influence of Technology, Learning Processes, Educational Benefits
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Bailey, Chris – Digital Education and Learning, 2021
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as 'rhizomic ethnography'. This 'hybrid' text uses…
Descriptors: Play, Elementary School Students, Student Experience, Computer Simulation
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Tak, Sangdong; Catsambis, Sophia – Education and Information Technologies, 2023
Using national longitudinal data of students during their 9th and 11th grades, we address popular concerns over screen time activities distracting students' academic pursuits. We examine gender differences in the types of screen time use, expecting the skill-based activity of video gaming to be more common among boys and the socially oriented…
Descriptors: Grade 9, Grade 11, High School Students, Gender Differences
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Consalvo, Mia; Phelps, Andrew – American Journal of Play, 2020
The authors provide a deep reading of the fictional small American town of Possum Springs in the 2017 adventure game "Night in the Woods" ("NiTW") to demonstrate how game architecture and environments have become richer and more complex spaces for narrative development and storytelling. The act of navigating the game's town,…
Descriptors: Mental Health, Social Class, Video Games, Story Telling
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Burgess, John; Wallace, Anna – Journal of Education for Library and Information Science, 2021
As online education for the MLIS becomes widespread, one challenge for reference and user services instructors is that traditional exercises used to promote clinical intuition and metacognition in reference work may be more difficult in online classrooms. This article uses concept analysis to better understand clinical judgment for reference,…
Descriptors: Video Games, Game Based Learning, Intuition, Metacognition
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Lee, Sunji – Educational Philosophy and Theory, 2022
Reflecting on the question of media, this paper attempts to bridge the gap between attention and distraction in Bernard Stiegler and Walter Benjamin's respective philosophies. Based on Stiegler's philosophical theory, this paper will demonstrate, on the one hand, how harmful the destruction of attention, i.e. deficit hyperactivity disorder…
Descriptors: Attention, Attention Control, Attention Deficit Hyperactivity Disorder, Educational Philosophy
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Hawreliak, Jason; Lemieux, Amélie – Discourse: Studies in the Cultural Politics of Education, 2020
This article explores how principles of multimodality can be effectively incorporated into game analysis in the context of social justice. The authors use a multimodal framework to assist developers, researchers, and educators in better understanding representations of class, race, and gender in videogames. Videogames are multimodal in nature: not…
Descriptors: Semiotics, Social Justice, Social Problems, Social Class
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Shaiman, Jennifer M. – Changing English: Studies in Culture and Education, 2020
With the anticipated increase in narrative video games entering the English classroom, the particular features of the genre need added attention. One of these features is the stronger perceived relationship between a player and the character than a reader and a character. While this has benefits for effective storytelling, it also creates the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, English Instruction
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Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education
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Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
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Ehret, Christian; Ehret, Lea; Low, Bronwen; Ciklovan, Luka – British Journal of Educational Technology, 2019
This paper presents data from the first six-months of an ongoing speculative design project in which youth and researchers co-created a videogame club, and later an eSports team, in an urban youth centre in Montréal, Québec. It describes how process philosophy informed researchers' approach to speculative design, allowing youth and researchers to…
Descriptors: Youth Clubs, Design, Urban Youth, Foreign Countries
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de Paula, Bruno – Learning, Media and Technology, 2021
In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people's game-making in an after-school…
Descriptors: Foreign Countries, Reflection, Immigrants, Latin Americans
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Ingram, Jay; Cangemi, Joseph – College Student Journal, 2019
The effects of video games on self-esteem is an understudied area in social science research, despite the gaming industries massive economic growth and how widespread games have become in everyday lives. This paper explores and investigates literature on how playing video games could impact psychological well-being, specifically self-esteem.…
Descriptors: Video Games, Student Motivation, Self Esteem, Mass Media Effects
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